Page 1 of 2

Entry : Steel on Steel (was: Our Steel is the King's Law)

PostPosted: Sat Mar 11, 2006 3:18 am
by Joshua BishopRoby
Ingredients: Team + Steel + Law
Time Framework: 10 one-hour sessions

Players create a team of Muskateer-ish swordsmen who enforce the King's law. Each session, one player assumes a GM-ish role, presenting a group of accused criminals hiding from or fleeing justice. Players work together to apprehend or otherwise "deal with" said criminals. There is a finite range of tactical options available on any given turn (advance, lunge, feint, whatever) and players try to predict each other's moves and work as a coordinated team. Correct guesses give positive modifiers, incorrect guesses give negative modifiers (or I may just make that the resolution system itself). Players cannot discuss their plans outloud because, well, the badguys might hear them.

Highly tactical, I'll need to inject some character-building and team-challenging material like secret agendas, sympathies with specific criminals, and the like.

What's the consensus? Is this one worth pursuing?

Re: Entry? : Our Steel is the King's Law

PostPosted: Sat Mar 11, 2006 4:54 am
by Graham Walmsley

PostPosted: Sat Mar 11, 2006 9:25 am
by adgboss

Re: Entry? : Our Steel is the King's Law

PostPosted: Sat Mar 11, 2006 2:24 pm
by Joshua BishopRoby

Re: Entry? : Our Steel is the King's Law

PostPosted: Sat Mar 11, 2006 3:53 pm
by Joshua BishopRoby
[quote="Joshua BishopRoby"]You pick a move based on your current tactical situation]

And of course after brainstorming for ten minutes I come up with nearly thirty different maneuvers, way more than is feasible for this scheme -- correctly guessing what somebody else is doing out of a set of thirty will have a pretty low frequency.

I can split them into Basic and Advanced maneuvers, though. If everybody starts with the ten basics, and you (as a team) learn one advanced maneuver per session, that limits the set to eighteen at the very end, and most of them will only be applicable in context... that might work. If I can cut down the first ten, that might help, too.

PostPosted: Sat Mar 11, 2006 5:13 pm
by Joshua BishopRoby
This is quickly becoming a board game. =P

Re: Entry? : Our Steel is the King's Law

PostPosted: Sat Mar 11, 2006 5:29 pm
by Doug Ruff

Re: Entry? : Our Steel is the King's Law

PostPosted: Sat Mar 11, 2006 8:28 pm
by Joshua BishopRoby

PostPosted: Sun Mar 12, 2006 3:04 am
by shehee
Well, I'm not sure where this is headed, but I'd love to play a game with cool fencing.Here's my thoughts, if you want em:

First, something nitpicky on my part, I liked the previous name. With absolutely no offense meant, Steel on Steel doesn't give me the right image. Our Steel is the King's Law is perfect. It's THE phrase that defines the game. Well done, with your first instinct, in my opinion.

Second, maybe you could assign those maneuvers to a deck of playing cards without the face cards. Somehow a player will aquire these cards, through roleplay, and in a fight has to use only the cards he has. With cards, you could assign the four previously mentioned categories to the suit, and you could work out a simple and easy to remember system of numbers that correspond to those maneuvers. For example, evens are parrys, odds are thrusts. But a higher number thrust takes precedence over a lower, so they have to counter with a parry or a higher thrust...

Eh, I have no swordplay experience whatsoever, but maybe it will help...

Ryan

PostPosted: Sun Mar 12, 2006 9:23 am
by Jason Petrasko